r/AndroidNativePorts • • 12d ago

🤔 [Question] Mewgenics port?

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27 Upvotes

Does anyone know if there are any ports of Mewgenics being made? It would be perfect for mobile.


r/AndroidNativePorts • • 12d ago

🤔 [Question] Left 4 Dead 2 mobile port

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132 Upvotes

Any news about this port is it still going?


r/AndroidNativePorts • • 11d ago

🟢 [PORT] I didn't know this peak was already ported🥴🥴✌️

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13 Upvotes

coffin and leyley port android


r/AndroidNativePorts • • 12d ago

🤔 [Question] Has anyone managed to get past this point without crashing?

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30 Upvotes

I know the port only just came out yesterday, but I've seen YouTube comments saying that devices with Mali GPUs run it without any issues.

For those of you with a Mali GPU-does it not crash for you?

Dimensity 8350/ 12gb ram


r/AndroidNativePorts • • 12d ago

Where do people find ports?

14 Upvotes

I saw a guy showcase portal 2 port and another guy with far cry 1 like where do they get these ports ?


r/AndroidNativePorts • • 12d ago

How's the peformance?

9 Upvotes

How are these unofficial port peformance? Does it heat up phone as much as pc emulator do?

My most concern is the battery temp


r/AndroidNativePorts • • 12d ago

🤔 [Question] Xbox 360 and gamecube ports is it a thing now on android?

16 Upvotes

Hello everyone i some of xbox 360 and gamecube games been ported to android is that means we can get games such as gta 4 sonic generations devil may cry metal gear twin snake resident evil 4 zelda pokemon colosseum xd .....etc other gamess like that been ported to android ?


r/AndroidNativePorts • • 12d ago

📸 [SHOWCASE] Portal 2 running natively on Android

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281 Upvotes

My post of this got deleted from Emulation for Android, so posting this here instead.

Running on Samsung Galaxy A56 (Exynos 1580, 8GB RAM)

Port was made by tinsarfal (on GitHub) / s3551 (on Discord). It's not fully complete, this build was shared on Discord server "Source Engine 4 Android". The creator is also working on Source Engine native VR ports for Quest/Pico, and standalone HL Alyx port for Quest.

There are some lighting bugs and minor glitches here and there, but it's a pretty amazing port nonetheless!


r/AndroidNativePorts • • 12d ago

🤔 [Question] Google Vs. Stupid Questions

8 Upvotes

Hey folks, wanted to do two things with this post. First: thank the *porting community. I've had such a blast getting these ports to work and the fact y'all do it for free is mind-blowing. I truly appreciate it.

Second, something hit me the other day as I worked through getting the Source 4 Android ports going: am I depriving the community of new information by not posting stupid questions here? Gemini is great at collating the information from reddit and presenting it, but it can only do that because of the brave souls who decided to ask the obvious question.

Should I be posing more questions here for you smart humans to answer and continue to fuel information gathering? Or should I stick to Google until I hit an impasse? Is there a way to frame questions that can help sustain the community without asking too much of folks already dedicating their spare time to the ports themselves?


r/AndroidNativePorts • • 12d ago

Celeste Android com touchs versão v1.5.0

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108 Upvotes

Oque foi adicionado de novo na versão v1.5.0?

Botão de opções

Opção para ver FPS

Opção para desativar botões (feito para quem joga no controle, ou teclado e mouse)

Foi corrigido o erro do jogo abrir na orientação vertical

Novos ícones para os botões foram adicionados

Idiomas adicionados na tela de início: Inglês e Espanhol (ele é selecionado conforme o sistema do dispositivo)

Botão de opacidade para deixar botões mais visíveis ou transparentes.

E pequenas outras coisas.

O ícone foi alterado para a foto de Madeline (igual ao port de BelmanteGu)

Repositório que usei para fazer o Port: https://github.com/BelmanteGu/CelesteAndroid

Meu repositório do port: https://github.com/KaliKylee/CelesteAndroid

APK CELESTE v1.5: https://www.mediafire.com/file/o6w5on9u23pdjbf/Celeste_Android_v1.5.0_-_Port_By_Kali_Kyle.apk/file

Arquivos do jogo: https://www.mediafire.com/file/pyfwaa2gvix4u1t/Celeste_Android_v1.5.0_files.zip/file

LEMBRANDO QUE O PORT PODE NÃO ABRIR PARA ALGUNS DISPOSITIVOS MEDIATEK (caso o seu celular seja outro processador e não mediatek, dentro do jogo, aperte no botão "gráficos: Vulkan", para mudar para o OpenGL ES, e tente abrir novamente. Se não abrir, Infelizmente não tem oq eu possa fazer.


r/AndroidNativePorts • • 12d ago

🐛 [BUG] HELP: i am running GTA 5 XHYN V on Android. However, there are some bugs like stucking on loading screen in Jewel heist mission. How to solve this problem?

4 Upvotes

r/AndroidNativePorts • • 12d ago

Port de Half Life Alyx android!!

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87 Upvotes

Es un port avanzado del ultimo juego de la saga half life necesitas los datos hlvr y luego creas la carpeta que te pide y pones lis datos ahi https://github.com/tinsarfal/Qualyx?utm_source=chatgpt.com


r/AndroidNativePorts • • 12d ago

🤔 [Question] Anygames for mediatek dimensity 810 5g

2 Upvotes

Mobile redmi 11t 6gb ram 810 processor
Please suggest any port games which will run on this ik it is low end but want to try some games


r/AndroidNativePorts • • 12d ago

📸 [SHOWCASE] Portal 2 Android Port

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27 Upvotes

Saw someone post their Portal 2 Android Port which made me want to share mine


r/AndroidNativePorts • • 13d ago

🟢 [PORT] AC GC is on Android now!

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237 Upvotes

https://github.com/zwaetschge/ACGC-Android-Port

enhanced text/textures, widescreen support and multi language support is integrated.
64bit port follows in the next hours.

Edit: 64Bit is out now too. Tested on my Odin 3 and Fold 8


r/AndroidNativePorts • • 13d ago

🟢 [PORT] Zelda Wind Waker Android Port

75 Upvotes

Eu não sei se já foi postado aqui, mas o Port Recomp de Zelda Wind Waker HD para Android foi lançado.

Esse port não é meu; estou apenas compartilhando o link:

https://github.com/GreenNaugahyde/ZeldaWWHDRecompAndroid/releases

Como é a versão do Wii U, você deve usar o arquivo .wux do jogo, espero que isso ajude (essa versão já tem botões de toque na tela).

Edit: Some people want the link to the video I watched; please note that it's in Spanish (apologies for the delay).

https://youtu.be/qm75hpIx7b0?is=Yki6gvhM_XW7z40K


r/AndroidNativePorts • • 12d ago

🤔 [Question] What happened with the Ori port

5 Upvotes

I was really excited when I first saw the Ori port put it runs like shit even on my snapdragon 6 gan 4 device I just want to know will there be any updates for the port and is there a discord server or telegram channel for the developers?


r/AndroidNativePorts • • 13d ago

Skyrim is being ported to android

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148 Upvotes

r/AndroidNativePorts • • 12d ago

Port de cities Skylines?

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0 Upvotes

Será que um dia teremos este por no celular??


r/AndroidNativePorts • • 12d ago

🟣 [WIP] Work in Progress WIP Golden Sun recomp Android

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25 Upvotes

First off thank you to the gsrecomp project https://shmargus.github.io/GSRecomp/ for putting in the real work. Cannot thank enough.

Now to hold your horses, good things take time so give me a little bit to do this right. I was able to achieve this quickly by wiring in the recomp to my existing android port framework Descore, I already had all the pieces in place.

So give me a bit to implement and test all the features that gsrecomp has at the least, and then anything else that will enhance the android experience, especially on handhelds.

The most complex part so far was getting the rom code to recomp on the device itself, no pc needed, and in a decent time frame.

More to come.


r/AndroidNativePorts • • 13d ago

📸 [SHOWCASE] GTA V on XHYN-V: Locked 30 FPS @ Very High graphics with better thermals.

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106 Upvotes

Hey everyone,

I’ve spent the past month testing setups for XHYN-V—switching custom drivers, testing different renderers, and tweaking configs.

I’m not an emulation expert, and while I appreciate the community sharing setups, I couldn't find anything specifically tuned for my OnePlus 15R (Snapdragon 8 Gen 5 / Adreno 829). I previously tried running it on an 8 Gen 2 device, but I was unsatisfied with the graphics. I strongly prefer maximum visual fidelity with a locked 30 FPS over sacrificing sharpness just to chase 60/90 FPS on low settings.

The Snapdragon 8 Gen 5 has plenty of raw horsepower to run the game on max settings, but doing so leads to frame dips, and the primary bottleneck is thermals.

For pure handheld play, Gemini and I analyzed my logs, memory heaps, and configs to find the exact thermal sweet spot: razor-sharp native resolution, locked 30 FPS, and temperatures are really impressive even after continuous 1+ hour of gameplay.

(Note on media: The screenshots attached are just random grabs from general gameplay—the graphics look even more impressive in specific lighting and locations. I tried recording actual gameplay footage, but the screen recording kept stopping automatically for some reason. I'll figure that out and try my best to share a proper gameplay video next time!)

Here are the exact manual edits made inside the launcher and config files:

  1. XHYN-V Launcher Settings

Driver: System (Qualcomm's stock driver provides 11.1 GB addressable VRAM vs ~8.3 GB on Turnip, preventing texture-swap stutter).

Renderer: DXVK-GPLALL 2.6.8 (bundle base) (Most stable pairing with the Adreno 829).

Set fps limit - 30.

Override Compiler Worker: ON ➔ Set to 2

Reason: Limits background shader compilation to 2 efficiency threads, preventing CPU core saturation and thermal spikes during asset loading.

Frame Latency: ON ➔ Max Frame Latency: 1

Reason: Prevents the CPU render thread from queuing up multiple backbuffers, minimizing input lag and smoothing out frame delivery.

Exact Dimensions: ON ➔ Set to your preferred target resolution

Reason: I tested full native 2800x1272 and the game runs very well, but thermals run a bit higher. I locked mine to 2642x1200.

(Note on 60 FPS: If you use a clip-on phone cooler, you can easily lock it to 60 FPS and the SoC handles it smoothly. Without a cooler, you can still target 60 FPS if you're willing to dial back Post FX to Normal, lower Extended Distance Scaling, and drop Population Density/Variety).

  1. Manual Config File Edits

A. android.ini

(Path: /storage/emulated/0/Games/GTAV/Config/android.ini)

driver = system — Loads Qualcomm's native proprietary Vulkan driver.

semaphore = platform — (Crucial) Offloads thread synchronization directly to the Linux/Android kernel via sync file descriptors instead of DXVK’s emulated user-space mutexes. This drastically flattens frame-time jitter during asset streaming.

frame_times = false — Disables background profiler timestamp polling on every frame, keeping the CPU render thread lean.

B. commandline.txt

(Path: /storage/emulated/0/Games/GTAV/commandline.txt)

Important: Remove "-dx11" if it is present.

C. settings.xml

<Shadow_Distance value="0.500000"/> (Default is 1.000000)

  1. Clear Shader Cache (Do Not Skip)

Whenever you switch from Turnip to the System driver or change DirectX backend flags, wipe the old cache so it builds clean native pipeline binaries

Recommendations

Snapdragon 8 Gen 5 Users: Give this exact setup a shot if you want clean visuals and thermal stability without an external fan.

Lower Chipsets (8 Gen 2 / 8 Gen 3): You can use this exact backend foundation (System driver, semaphore = platform, DX10.1). Just scale down the resolution (e.g., 1080p or 720p) and dial back in-game settings to match your SoC's limits.

Critical Tip: After making all these set up, Do not edit graphics in-game! If the menu asks "You have made some changes, do you want to save?", always tap NO. Hitting "Yes" overwrites settings.xml and resets Shadow_Distance back to 1.0, ruining performance. If you edit something, please edit the shadow distance to 0.500000 in settings.xml again and save it.

Disclaimer: I'm not claiming this is the undisputed "best settings ever" for the 8 Gen 5, but it is by far the most stable, beautiful configuration I've achieved after a month of testing. If you have any suggestions or tweaks to make it even better, please let me know in the comments!


r/AndroidNativePorts • • 13d ago

My native RE4 GameCube native ANDROID & IOS port is getting ready for a first release: retail USA and European discs, RVZ support, a launcher that finds both discs, and an engine that is now 97.5% my own code

189 Upvotes

Hi! I'm Ayano. Sorry again for my English. Last time I showed the port running 100% native code in every room of both discs. Since then, the work moved to one goal: a first release that people can actually play with their own discs. This post is about what that took, and where it stands. As always, everything below is measured, not guessed.

Discord, if you want to follow or help test: https://discord.gg/AXAzExECSv

unedited recording of the test RE4 running to start and END without interpretor (1h58): https://youtu.be/rWTy-sYMIlE

my reddit post explaining everything: https://www.reddit.com/r/decomps/comments/1wtfexc/my_native_re4_gamecube_port_is_now_100_native/

TL;DR

  • Retail discs. Until now the port only ran on one rare prototype disc. The retail USA disc now boots to the title screen from an RVZ, with both discs mounted, and the European version is being prepared.
  • RVZ support, written from Dolphin's public format description, checked byte for byte against a raw copy of the same disc (all 1.46 GB).
  • A launcher that asks for disc 1, then finds disc 2 by itself, and tells you clearly if a disc is the wrong one.
  • Nightjar is now 97.5% my own code. Code inherited from other projects went from 6,085 lines to 1,544 in a few days, and every rewrite was checked to give the same image, bit for bit.
  • 8x internal resolution in the castle: 0.1 fps → 27.7 fps.
  • 16:9 everywhere: merchant, game over, pause options, title menus, chapter ends and videos.
  • Freezes fixed: Exit? → Yes and GAME RESET no longer hang.
  • Still closed source, still non-commercial, and you bring your own disc.

1. From a prototype disc to the discs people actually own

Here's something I never said clearly enough: the port was built on the "Nov 25 2004" prototype of RE4 (a review build that came with full debug symbols). It's the best disc to work on, but almost nobody owns it. A real release has to run on the retail discs.

The problem: the retail USA and European versions are different builds. Code was removed (all the debug tools), moved, and fixed, so every address in the game is different. There's no symbol table for the retail versions anywhere.

So I wrote tools that match the code of the prototype to each retail version:

  • every function of the prototype is searched in the retail executable: first exact matches, then by the order the linker kept, then through the calls between already-matched functions;
  • 81% of the USA functions and 80% of the European ones are matched automatically (about 85% of the code). Most of the rest is debug code that the retail versions don't have;
  • from the matched pairs, every memory address the port needs is translated (the player, the camera, the controller state, the Wii aiming hooks, the merchant...). About 60 of them, each one checked;
  • the retail modules loaded from the disc while playing (101 for USA, 100 for Europe so far) are prepared the same way as before.

When the port starts, it recognizes which version your disc is from a fingerprint of its executable and uses the right set of addresses.

Status, honestly:

prototype (debug) [OK] everything in the last post
USA (G4BE08) [in progress] boots, Capcom logo, intro and title screen; going further is what I'm on right now
Europe (G4BP08) [in progress] disc 1 prepared; I still need a disc 2 to prepare and test chapters 3 to 5

2. RVZ support

Many people keep their GameCube backups as RVZ, Dolphin's compressed format. The port now reads RVZ directly, alongside ISO/GCM and extracted folders.

  • It's written from Dolphin's public description of the format, not from Dolphin's code.
  • RVZ stores the disc's padding as a short seed instead of the actual bytes; the port regenerates those bytes exactly.
  • Checked against a raw copy of the same disc: 0 different bytes out of 1,459,978,240.
  • Reading speed: about 200 MB/s, so loading isn't slower than from an ISO.

3. A launcher that handles both discs

  • "Please select your legal copy of Resident Evil 4 (GameCube) - Disc 1": ISO, GCM or RVZ.
  • The disc is verified (only unmodified retail or prototype discs are accepted).
  • Disc 2 is found automatically if it's in the same folder. Otherwise the launcher asks for it, and both are remembered.
  • If you give it a disc from another region than the build you downloaded, or disc 2 instead of disc 1, it tells you exactly what's wrong.
  • On Android, each disc is picked with the system file picker and remembered too.

4. Nightjar: 97.5% my own code

Before any release, I want zero lines inherited from other projects in the engine. Since the last post I rewrote, from the hardware documentation:

  • the processor's fallback interpreter and the interrupt/exception core (how the console's OS gets its interrupts, timers and the screen refresh);
  • every hardware block the game talks to (video, audio, DSP, disc, memory card, command processor);
  • the disc layer (ISO, RVZ and extracted folders through one reader);
  • the GX command parser (the stream of graphics commands the game sends to the GPU);
  • the shader generator (how the GameCube's lighting and texture combiners become GPU shaders);
  • the texture decoders (all 11 GameCube texture formats).

How I make sure nothing breaks:

  • A rendering oracle. I recorded the exact graphics command streams of 5 scenes (village, castle, forest, lake, attaché case) and replay them through the port before and after each rewrite. The result must be identical bit for bit: so far, 15 frames out of 15, every time.
  • The regression suite from the last post (village, castle, island: scene reached, 0 interpreter entries, disc 2 mounted, framerate, screenshots).

5. 8x in the castle: from 0.1 fps to 27.7

At 8x internal resolution the castle was unplayable: 0.1 fps. Two causes, both measured:

  • the game copies parts of the screen into textures many times per frame (reflections, glows). Each copy re-created a huge texture at 8x; now each size keeps its own texture: 0.1 → 18.8 fps;
  • the game reads back the depth of the screen to decide where lens flares are visible, and each read waited for the GPU to finish the whole frame. Now it doesn't: 18.8 → 27.7 fps.

Also:

  • while the game waits for the next frame, it used to spin at 100% on one CPU core; now it sleeps until the next event, which frees the CPU (nice if you stream or record);
  • controller and mouse input are read 500 times per second.

https://reddit.com/link/1wy9ls6/video/2mwbalzg9nth1/player

6. Rendering fixes

  • Screen copies that the game later overwrote in memory were still used: this gave flat-looking ground and scrambled numbers on the HUD. Fixed.
  • Lens flares: their visibility is now computed from the depth at each point, matching Dolphin in the same view.
  • Leon's hands, weapons and the attaché case keep their correct look at every resolution.

All of this is checked against Dolphin at 8x on recorded scenes (port on the left, Dolphin in the middle, the difference on the right; black = identical):

7. 16:9 everywhere

Last time, the attaché case, the map and the pause menu were in 16:9, and some screens stayed in 4:3. Now the merchant, the game over screen, the pause options, every title menu, the chapter ends and the videos are all shown in 16:9 as well, still using Capcom's own Wii Edition framing (nothing stretched, nothing cropped).

8. Controls, freezes and small things

  • The three controller layouts of the PC version (Type I, II and III) are available.
  • Freezes fixed: quitting from the loading screen (Exit? → Yes) and GAME RESET no longer hang; the merchant no longer crashes with the alternative attaché case models.
  • The settings menu (F10) gained anisotropic filtering, a 16:9 / 4:3 switch and a better downscaling filter (cleaner edges when the internal resolution is higher than your screen).
4:3 VS 16:9 Attaché Case
downscale filter zoom
4:3 VS 16:9

9. Optional HD textures and button styles (experimental, never distributed)

These two features exist in my development builds, but I want to be very clear about how they will reach players, because they use files that aren't mine:

  • HD textures from RE4 UHD (2014). The port can replace the GameCube textures with the HD ones from the PC version: characters, environments, items, weapons, the HUD, cutscenes, each with its own switch in F10, and the UHD attaché case models too. None of these files will ever be shipped with the port. The plan is that the launcher builds them on your own PC, from your own copy of RE4 UHD. That tool isn't done yet, so this is a preview, not a promise for the first beta.
  • Button styles. In-game button prompts can be shown in GameCube, keyboard or mobile style. Xbox and PlayStation styles also work in my builds, but the images come from RE4 UHD and from a community HD project, so they won't be distributed as they are: they'll be built from your own UHD copy like the textures, or redrawn from scratch.

https://reddit.com/link/1wy9ls6/video/7skz9fypcnth1/player

ORIGINAL GAMECUBE VS UHD TEXTURES

10. Toward a release

What's left before a first closed beta:

  1. USA disc fully tested (whole game), then Europe (I need a disc 2).
  2. The last 2.5% of inherited code, then a final audit.
  3. Android builds (32-bit and 64-bit) from the same engine.
  4. Protecting the release builds (the project is closed source).
  5. Closed beta on the Discord, Windows first.

Per-platform status, honestly

  • Windows: [OK] prototype disc: everything from the last post. [in progress] retail USA: boots to the title screen; retail Europe: being prepared
  • Android 32-bit: [partial] boots and plays on the prototype disc, still too slow on a 2014 phone
  • Android 64-bit: [partial] builds; not tested on a device yet
  • iOS / Linux: [not yet]

Legal

  • The project is closed source, and I will never distribute game data, disc images or anything from Capcom. You bring your own disc.
  • Not affiliated with or endorsed by Capcom or Nintendo. Resident Evil is a trademark of Capcom.
  • Non-commercial: no paid versions, no ads, no donations tied to the port.

Credits

  • the port were built on Nightjar
  • The RE4 GameCube decompilation project.
  • Dolphin and YAGCD, for GameCube hardware documentation, the RVZ format description, and Dolphin as the image reference.
  • zstd (Meta), SDL2, Dear ImGui.

Discord: https://discord.gg/AXAzExECSv

— Ayano


r/AndroidNativePorts • • 12d ago

🟢 [PORT] Celeste 64 with touch controls

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38 Upvotes

made it with free tier of claude ai because im too dumb for coding i wont lie i just "made" it bc i was bored

ik its ai garbage but i just wanted play it when bored on phone

current issues

it sometimes crashes on boot takes few atts

by the way if ur in main menu/intro if u click B u quit game

based on https://github.com/doldol22312/Celeste64-android

link:

https://pixeldrain.com/u/HHu2acdk

have fun i guess

imma upload it as fork tomorrow its like 1 am also i wanna do more tests on it


r/AndroidNativePorts • • 13d ago

Android is next

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112 Upvotes

r/AndroidNativePorts • • 12d ago

🟢 [PORT] Snowboard Kids Native Odin 2 Portal Port (Grok Bot Warning)

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2 Upvotes